Forces of the Emperor – Clade Venenum Assassin
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HQ

The Assassins of the Clade Venenum had perhaps the highest success rate amongst the killers of the Terran Temples during the Age of Darkness. Each Assassin of the Clade is a rigorously trained and genetically enhanced shadow warrior, specialised in their method of assassination by their study of alchemical and biological sciences. The Clade Venenum’s Assassins are selected from the finest alchemists and tox-artisans of their order, each a master of creating and improvising delicate, exotic poisons, philtres of toxins, and recombinant virals which act to inflict death without leaving a metabolic trace, and in the case of some of the most deadly, without leaving more trace of their target than a steaming puddle of disassembled molecular matter.

  • Clade Venenum Assassin 125 pts
M WS BS S T W I A Ld Sv Base
Venenum Assassin (base: 32mm)
Venenum Assassin 7 5 4 4 4 3 6 4 10 4+ 32mm
Unit Composition
  • 1 Venenum Assassin
Wargear
  • Hookfang
  • Toxin ejector
  • Poison globes
  • Panoply of the Assassin
Unit Type
Special Rules
  • Infiltrate
  • Scout
  • Unnatural Conditioning
  • Support Squad
  • Loyalist

Unnatural Conditioning

To counteract the constant exposure to harmful chem and rad phages or other deadly poisons, Clade Venenum Assassins must undergo extensive surgeries and genetic manipulation to purify their bodies and build a resistance to even the most harmful agents.

Models with this special rule are immune to the effects of the Rad-phage special rule and any other rules that negatively affect their Toughness Characteristic, such as rad grenades. Additionally, weapons with the Poisoned (X) special rule and/or Fleshbane special rule may never wound a model with Unnatural Conditioning on a roll of better than 5+.

Hookfang

A dagger styled after the razor fang of a now extinct apex predator of Old Night, the Hookfang contains a neuraldegenerative toxin engineered by the Grandmaster of the Clade, which is able to be transmitted through the smallest of nicks. The Grandmaster of the Clade Venenum keeps records in her private archive of all those who have managed to shrug off the toxin during her reign; a list with only three names upon it, one of them her own.

Range
Str
AP
Hookfang
-
User
3
Melee, Poisoned (3+), The Venem

The Venem: If a model suffers one or more unsaved Wounds from this weapon, the controlling player must roll a D6 at the beginning of every battle turn for the remainder of the battle. On a 5+, the model suffers a Wound against which no saves of any kind may be taken. Furthermore, any model which suffers one or more unsaved Wounds from a weapon with The Venem special rule is considered to be destroyed for the purposes of missions which award Victory points for killing models (regardless of whether they have been removed from play as a casualty), unless they possess the Eternal Warrior special rule.

Toxin ejector

Taking many forms, the toxin ejector is a concealed hand-held weapon which emits, sprays or exudes a gas or thin film of horrific, caustic toxins able to corrode the hulls of tanks and liquefy exposed flesh.

Range
Str
AP
Toxin ejector
Template
5
4
Assault 1, Poison (3+), Rending (6+)

Poison globes

Rumoured to be of the same exotic, and possibly xenos, provenance as the venom spheres employed by the XXth Legion, these crystalline shard-filled explosives quickly disperse a potent and debilitating neuro-toxin within a small area.

Any unit attempting to make a Charge against a unit with one or more models that has poison globes must re-roll the first successful roll when determining Charge distance.
Melee Type
Weapons with the Melee type can only be used in close combat.
Rending (X)

Some weapons can inflict critical strikes against which no armour can protect.

If a model has the Rending special rule, or is attacking with a Melee weapon that has the Rending special rule, there is a chance that their close combat attacks will strike a critical blow. For each To Wound roll equal to or higher than the value listed, the target automatically suffers a Wound, regardless of its Toughness. The controlling player may choose to resolve these Wounds at AP 2 instead of the weapon’s normal AP value.

Similarly, if a model makes a Shooting Attack with a weapon that has the Rending special rule, a To Wound roll of equal to or greater than the listed value wounds automatically, regardless of Toughness, and is resolved at AP 2.

In either case, against Vehicles each Armour Penetration roll of equal to or greater than the listed value allows a further D3 to be rolled, with the result added to the total Strength of the attack. These Hits are not resolved at AP 2, but are instead resolved using the weapon’s AP value.

For example, a model with the Rending (5+) special rule that rolls To Wound against a non-Vehicle model will wound automatically on the roll of a 5+, and the attacking player has the choice of using an AP value of 2 instead of the AP value of their weapon.
Gets Hot

Some weapons are fuelled by unstable power sources and risk overheating with each shot – often to the detriment of their wielder.

When firing a weapon that Gets Hot, roll To Hit as normal. For each unmodified To Hit roll of 1, the firing model immediately suffers a single Wound with an AP value equal to that of the weapon that was used to attack (Armour Saves, Invulnerable Saves and Feel No Pain rolls can be taken, but not Cover Saves or Shrouded rolls) – this Wound cannot be allocated to any other model in the unit. A Vehicle instead rolls a D6 for each roll of a 1 To Hit. If this roll results in a 1 or 2, the Vehicle suffers a Glancing Hit.
Assault Weapons

Assault weapons either fire so rapidly or indiscriminately that they can be fired while a warrior is moving.

A model attacking with an Assault weapon makes the number of Attacks indicated on its profile regardless of whether the bearer has moved or not. A model carrying an Assault weapon can make a Shooting Attack with it in the Shooting phase and still Charge in the Assault phase.

RangeSAPType
Plasma blaster18"74Assault 2, Rending (4+), Gets Hot
Loyalist

Whether pledged to the Emperor himself as the rightful leader of Mankind or to the dream of the Imperium that he intended to create, some warriors swore to fight and die for the Loyalist cause and no other.

A model with this special rule may only be included in an army that has the Loyalist Allegiance.
Army List
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Eternal Warrior

Some heroes refuse to be laid low, even by what would be mortal wounds to lesser warriors.

If a model with this special rule suffers an unsaved Wound from an attack that inflicts Instant Death, it only reduces its Wounds by 1, instead of automatically reducing its Wounds to 0.
Owning Player, Opposing Player and Controlling Player
Sometimes a rule will ask the owning, opposing or controlling player to make an action or decision of some kind. The owning player is always the player who ‘owns’ the model in question – the one who has the model in their army. The opposing player is always their opponent. The controlling player is always the player in current command of that model – there are some special rules which can force models to switch sides during the course of the game.
Scout

Scouts are always in the vanguard of the army. Unnoticed by the enemy, they range ahead of the main force.

After both sides have deployed (including Infiltrators), but before the first player begins their first turn, a unit containing at least one model with this special rule can choose to redeploy. If the unit is Infantry, Artillery, Dreadnought or Automata, each model can redeploy anywhere entirely within 6" of its current position. If it is any other Unit Type, each model can instead redeploy anywhere entirely within 12" of its current position. During this redeployment, Scouts can move outside the owning player’s Deployment Zone, but must remain more than 9" away from any enemy unit. A unit that makes a Scout redeployment cannot Charge in the first Game Turn. A unit cannot Embark or Disembark as part of a Scout redeployment.

If both sides have Scouts, roll off; the winner decides who redeploys first. Then alternate redeploying Scout units one at a time. If a unit with this special rule is deployed inside a Dedicated Transport, it confers the Scout special rule to the Transport (though a Disembarkation cannot be performed as part of the redeployment). Note that a Transport with this special rule does not lose it if a unit without this special rule is Embarked upon it. Having Scout also confers the Outflank special rule to units of Scouts that are kept as Reserves.
Infiltrate

Many armies employ reconnaissance troops who sit concealed for days, just waiting for the right moment in which to strike.

You may choose to deploy units that contain at least one model with this special rule last, after all other units (friend and foe) have been deployed. If both players have such units and choose to do so, the players roll off and the winner decides who goes first,then alternate deploying these units.

Units that Infiltrate in this way can be set up anywhere on the battlefield that is more than 9" from any enemy unit, as long as no deployed enemy unit can draw line of sight to them. This includes in a Building, as long as the Building is more than 9" from any enemy unit. Alternatively, they can be set up anywhere on the battlefield more than 12" from any enemy unit, even in plain sight.

If a unit with Infiltrate deploys inside a Dedicated Transport, the same rules apply when deploying their Transport.

A unit that deploys using these rules cannot Charge in their first turn.

Having Infiltrate also confers the Outflank special rule to units of Infiltrators that are kept as Reserves.
Poisoned (X)

There are many virulent and lethal poisons in the Age of Darkness. It is simplicity itself to adapt such toxins for battlefield use. It does not matter whether they coat blades or bullets, or are secreted by alien monstrosities – all are lethal.

If a model has the Poisoned special rule, or is attacking with a Melee weapon that has the Poisoned special rule, it always Wounds on a fixed number (generally shown in brackets), unless a lower result would be required, when attacking in close combat. In addition, if the Strength of the wielder (or the Poisoned weapon) is higher than the Toughness of the victim, the wielder must re-roll failed rolls To Wound in close combat.

Similarly, if a model makes a Shooting Attack with a weapon that has the Poisoned special rule, it always Wounds on a fixed number (generally shown in brackets), unless a lower result would be required. If no number is shown in brackets, the rule is Poisoned (4+).

Unless otherwise stated, Poisoned weapons are treated as having a Strength of 1. The Poisoned special rule has no effect against Vehicles.
Support Squad

Though numerous, some formations are intended for specialised tasks on the battlefield and are rarely used for the more routine roles of military life.

A unit with this special rule may not be chosen as a compulsory choice for the army as part of the Force Organisation chart.
Panoply of the Assassin

Each individual Assassin is issued with a standardised set of equipment, including a combat blade and an array of grenades, and is supplemented with the varied specialised equipment of each Assassinorum Clade. The basis of this standardised equipment is the synthetic body glove suit that Assassins of all Clades wear during combat operations. In addition to environmental protection, temperature regulation and chroma-syncronisation with the surroundings to aid concealment, the suit incorporates a neuro-linked system of responsive fibre bundles. Capable of stretching and contracting to enhance the wearer’s musculature and dynamically rearranging its molecular structure to temporarily form a hyper-hardened carapace, these suits dissipate and reabsorb the energy of kinetic shocks, allowing the wearer to free-fall from great heights and deflect shell impacts and shrapnel without harm. Combined with the rigorous battle training and combat conditioning that each Assassin undergoes, the result is an operative that can far exceed the capabilities of a mortal human on the battlefield.

Models with the Panoply of the Assassin have a 4+ Armour Save and a 4+ Invulnerable Save.
Fleshbane

Many are the weapons and creatures whose merest caress is fatal.

If a model has this special rule, or is attacking with a Melee weapon that has this special rule, they always Wound on a 2+ in close combat.

Similarly, if a model makes a Shooting Attack with a weapon that has this special rule, they always Wound on a 2+.

In either case, this special rule has no effect against Vehicles or Buildings.
Re-roll
In some situations, the rules allow you to re-roll a dice. This is exactly what it sounds like – pick up the dice you wish to re-roll and roll it again. The second roll counts even if it means a worse result than the first, and no single dice can be re-rolled more than once, regardless of the source of the re-roll.

If you re-roll a 2D6 or 3D6 roll, you must re-roll all of the dice, not just some of them, unless the rules specify otherwise. Any modifiers that applied to the first roll also apply to the re-roll.

If two or more special rules combine to the effect that all failed and all successful dice results would have to be re-rolled, do not re-roll any dice; simply use the original result(s) instead.
Victory Points
Most of the Horus Heresy – Age of Darkness missions published in this and other supplements use Victory points. Such games are referred to as ‘Victory Point games’. Victory points are acquired by securing Primary and Secondary Objectives, and the winner is the army with the most Victory points at the end of the game. If the winner has twice the number of Victory points as their opponent, it can be considered a crushing victory! If both armies have the same number of Victory points, the game is a tactical draw.

Hookfang

A dagger styled after the razor fang of a now extinct apex predator of Old Night, the Hookfang contains a neuraldegenerative toxin engineered by the Grandmaster of the Clade, which is able to be transmitted through the smallest of nicks. The Grandmaster of the Clade Venenum keeps records in her private archive of all those who have managed to shrug off the toxin during her reign; a list with only three names upon it, one of them her own.

Range
Str
AP
Hookfang
-
User
3
Melee, Poisoned (3+), The Venem

The Venem: If a model suffers one or more unsaved Wounds from this weapon, the controlling player must roll a D6 at the beginning of every battle turn for the remainder of the battle. On a 5+, the model suffers a Wound against which no saves of any kind may be taken. Furthermore, any model which suffers one or more unsaved Wounds from a weapon with The Venem special rule is considered to be destroyed for the purposes of missions which award Victory points for killing models (regardless of whether they have been removed from play as a casualty), unless they possess the Eternal Warrior special rule.

Toxin ejector

Taking many forms, the toxin ejector is a concealed hand-held weapon which emits, sprays or exudes a gas or thin film of horrific, caustic toxins able to corrode the hulls of tanks and liquefy exposed flesh.

Range
Str
AP
Toxin ejector
Template
5
4
Assault 1, Poison (3+), Rending (6+)

Poison globes

Rumoured to be of the same exotic, and possibly xenos, provenance as the venom spheres employed by the XXth Legion, these crystalline shard-filled explosives quickly disperse a potent and debilitating neuro-toxin within a small area.

Any unit attempting to make a Charge against a unit with one or more models that has poison globes must re-roll the first successful roll when determining Charge distance.
Grenades

Small hand-held explosives have been a feature of warfare for millennia, with a near-infinite variety in use by both human and xenos armies. Even within the Imperium there are innumerable patterns and designs, all intended to perform similar tasks. The Divisio Militaris orders such devices into broad categories to ease the burden of supply and distribution.

Representing a huge variety of handheld explosive devices used for an equally vast number of battlefield roles, grenades are represented in battle as Wargear items with a specific effect rather than as weapons. Using grenades does not count as a Shooting Attack and their effects are entirely covered by the rules presented here. Note that grenade launchers do not use these rules and are Shooting Weapons governed by the standard Shooting rules.
Unnatural Conditioning

To counteract the constant exposure to harmful chem and rad phages or other deadly poisons, Clade Venenum Assassins must undergo extensive surgeries and genetic manipulation to purify their bodies and build a resistance to even the most harmful agents.

Models with this special rule are immune to the effects of the Rad-phage special rule and any other rules that negatively affect their Toughness Characteristic, such as rad grenades. Additionally, weapons with the Poisoned (X) special rule and/or Fleshbane special rule may never wound a model with Unnatural Conditioning on a roll of better than 5+.
Rad-phage

One of the terrors of Old Night, rad-phage weaponry was created to corrupt and poison, to reduce a powerful foe to an impotent and pitiable wreck.

A model which loses one or more Wounds to an attack with this special rule and survives has its Toughness value reduced by -1 for the rest of the battle. This effect is not cumulative with other attacks using the Rad-phage special rule, but can be stacked with other special rules that also reduce the Toughness Characteristic of the target. Note that this special rule can never reduce a model to a Toughness value of less than 1.
© Vyacheslav Maltsev 2013-2024